Code:
Theme Hospital (PC/ENG)
Year 1997 | PC game | English | Publisher: Electronic Arts | Developer: Bullfrog Prod. | 203 Mb
Genre: Simulation/Strategy Game
The game is set in a hospital, and requires the player to build an environment which will attract patients with comical complaints, illnesses, emergencies, and diseases. The game has a somewhat dark sense of humour, which is similar to that of Theme Park in many ways. The player has no direct control over the patients that wander the hospital, although gameplay largely centres on influencing their actions in one way or another. The player does, however, have the ability to pick up any staff member in the building and move them to a different area (to speed up their movement from place to place) and to expel any patients from the hospital (if they are being a nuisance, causing rowdiness or about to die and affect the hospital's statistics). The player may also force the patient into taking a chance of possible cure at the risk of killing the patient (this is useful, for example, if a patient is about to die but has already completed enough diagnostics requirements to identify the kind of disease the patient is suffering from) and rearrange the queue of each of the rooms in the hospital (useful for moving dying patients to the front of the queue so they can receive treatment first).
Theme Hospital (PC/ENG)
Year 1997 | PC game | English | Publisher: Electronic Arts | Developer: Bullfrog Prod. | 203 Mb
Genre: Simulation/Strategy Game
The game is set in a hospital, and requires the player to build an environment which will attract patients with comical complaints, illnesses, emergencies, and diseases. The game has a somewhat dark sense of humour, which is similar to that of Theme Park in many ways. The player has no direct control over the patients that wander the hospital, although gameplay largely centres on influencing their actions in one way or another. The player does, however, have the ability to pick up any staff member in the building and move them to a different area (to speed up their movement from place to place) and to expel any patients from the hospital (if they are being a nuisance, causing rowdiness or about to die and affect the hospital's statistics). The player may also force the patient into taking a chance of possible cure at the risk of killing the patient (this is useful, for example, if a patient is about to die but has already completed enough diagnostics requirements to identify the kind of disease the patient is suffering from) and rearrange the queue of each of the rooms in the hospital (useful for moving dying patients to the front of the queue so they can receive treatment first). |